Long ago, back in 2006, had seen a tutorial in Maya shader nodes about creating a Wall look through shader using sampler info node, that when projected on a watch model would reveal the cogs spinning and such behind the outer mesh in the model. Those resources were lost in time. Only thing I remember is the sampler info node in the shader graph which was used to return information about a point’s position in space, its orientation and tangency, and its location relative to the camera
I’m getting object coordinates from an empty-- which is the same thing as saying, the position of the sample, in the object space of the empty. So I’m saying, make all samples that are within 1 unit of the empty (well, times the empty scale) transparent. All samples for whom the distance (length) to the origin of the empty is less than 1.